Monsters and Memories (Project_N) - Old School Indie MMO

TJT

Mr. Poopybutthole
<Gold Donor>
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Yes, creating a system that provides a pathway for items to exit the game mechanically (disenchantment) is a recipe for utter disaster. You just created a magical sinkhole that allows players to destroy items for a benefit. This is even worse than a malicious player destroying items for fun just to deny lowbies from getting them. As they have an actual reason to mog Crushbone now.

The classic MMO thrives on the Executioner's Axe looted 2 RL years ago trading hands for years and years. If you have enchantment and a destructive profession you need a way for players to get items at a high enough velocity to feed it.
 
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Kaines

Potato Supreme
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I just hope they solve the issues with encounter mechanics rather than goofball solutions like zone-wide loot tables or dynamic spawn points. The best rewards should come from iconic locations that have been hand-picked to be experience defining moments in a player's progression adventure. Getting a Sword of Nostalgia from the Goblin King's Throne Room hits way different than getting one from a random spider mob in a side tunnel.

You can give even mid level mobs abilities that will absolutely fuck up a solo level 60s day (not just boring level based death-touches) but would be reasonable to deal with for a full group of appropriately leveled toons.

I'm very confident the team understands this, especially Shawn, so I'm not too worried.



Ya I think disenchanting makes a lot more sense in an instanced game, so you can create some item decay in a system with no pre-existing constraints on how quickly items enter the world. I'm not entirely sure what the point is in a persistent contested situation, where you can reasonably know only one Sword of Nostalgia is entering the world every 12 hours. Feels like it'll just incentivise high level players to treat lower level PVE targets like crafting resource nodes.
I love your blind optimism. Never loose that child-like innocence.
 
  • 1Worf
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vegetoeeVegetoee

Trakanon Raider
166
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Yes, creating a system that provides a pathway for items to exit the game mechanically (disenchantment) is a recipe for utter disaster. You just created a magical sinkhole that allows players to destroy items for a benefit. This is even worse than a malicious player destroying items for fun just to deny lowbies from getting them. As they have an actual reason to mog Crushbone now.

The classic MMO thrives on the Executioner's Axe looted 2 RL years ago trading hands for years and years. If you have enchantment and a destructive profession you need a way for players to get items at a high enough velocity to feed it.
They added disenchantment? OOH that will def make this game suck ass if so.
 
  • 1Truth!
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gauze

Molten Core Raider
1,194
440
Personally I don't see an issue with disenchanting(its found in harvesting nodes too), but find the problem to be that there is no real money sink at the moment.. so people who've been playing longer have accumulated weath purely from grinding, getting gold really isn't but a couple hours farming.. making it nigh impossible for someone starting to accumulate at the same rate due to how profit scales to level.. Enchantment material was expensive, but have been dropping pretty steadily over the last few weeks as more and more people have been going after it. BCM's(from high tier nodes) were sitting around 5g at one point, now you'll be lucky to get 2g.. and in some weird cases a 10g item can be traded for 1 or 2 bcm. So while the economy is fucked but I don't know if i'm fully onboard its for the reasons people think, and it's also a beta that'll get wiped in a few months.. Prior to people knowing about hides, it was really easy to sell BP's for 12-14s.. they average 10s, but now people get competitive and sell it for 6-8s often.

But i'm also under the impression that this is a very barebones, got the mechanics in, crafting system.. on top of really seems the endgame economic drain will be their whole "expedition system." Crafting at its current iteration seems pretty neglected.
 
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Quaid

Trump's Staff
12,598
7,224
Personally I don't see an issue with disenchanting(its found in harvesting nodes too), but find the problem to be that there is no real money sink at the moment.. so people who've been playing longer have accumulated weath purely from grinding, getting gold really isn't but a couple hours farming.. making it nigh impossible for someone starting to accumulate at the same rate due to how profit scales to level.. Enchantment material was expensive, but have been dropping pretty steadily over the last few weeks as more and more people have been going after it. BCM's(from high tier nodes) were sitting around 5g at one point, now you'll be lucky to get 2g.. and in some weird cases a 10g item can be traded for 1 or 2 bcm. So while the economy is fucked but I don't know if i'm fully onboard its for the reasons people think, and it's also a beta that'll get wiped in a few months.. Prior to people knowing about hides, it was really easy to sell BP's for 12-14s.. they average 10s, but now people get competitive and sell it for 6-8s often.

But i'm also under the impression that this is a very barebones, got the mechanics in, crafting system.. on top of really seems the endgame economic drain will be their whole "expedition system." Crafting at its current iteration seems pretty neglected.

I have read this 4 times and I still have no clue what point you're trying to formulate.
 
  • 2Worf
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